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Is Pulp CoC good idea?

JoeGKushner

Adventurer
Why does Chaosium assume that D20 fans want a "pulp" CoC instead of just a regular setting? They have the Dreamlands hardcover coming out just for CoC. Why? They mention converting modules. Why? Why not provide free conversions online? Heck, put 'em in a password protected site.

I'm not interested in Pulp. I like modern and 1920s. I'll be buying Delta Green and maybe combining it with Spycraft for some stuff but I'll be skipping Pulp.
 

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Well, pulp seems to be fairly popular. I will definitely take a look at Pulp Cthulhu; the content would really fit my group's style of play. To each his own, I suppose ;)
 


This is one of those things that depends on the group. People want different things in their games. I like the idea, because it gives options. My question is why do people think it would be a bad idea?
 


Ranger REG said:
What's wrong with 1933, the time period for Pulp Cthulhu?

I don't think that theres anything wrong with the time period. As another posted pointed out, Cthulhu goes good anywhere! (Heck, some of my favorite things are Cthulhu in futuristic settings like Cyberspace/Punk/Age) but the whole Pulp thing, of actively fighting against 'em in a Pulp way... No. I'd rather do Delta Green where madness pulsiates right off the pages if I'm going to do something where the players are actively fighting against the minions.

Don't get me wrong. Chaosium makes some great products and I will look this one over before passsing judgement. I just think that their missing the boat by not making it part of their core time periods.
 


Think "Lost World", think "Godzilla", think "King Kong"
There you go: adventuring arcaeologists, mad scientist, Tommy Guns,... The Indiana Jones movies would be excellent examples of the genre.
"Al Capone vs. the Deep Ones", "The untouchables and the Alderbarran murders"

A cool hybrid would be crossing Pulp Cthulhu with Victorian Steam fantasy: "Colonel Kushner and the landship from beyond" :D
Colonial Cthulhu with a twist!
Maybe I will buy the book and give this a try. (I just hope I will be able to convince my players...)
 

Indiana Jones and Doc Savage ARE pulp fiction at its best.

For some reason, take the characteristics of pulp fiction, put them in a setting other than the 1920's and 1930's, and it's not pulp anymore - it's an action movie. :)

But the advantage to pulp Cthulhu is that hopeless horror need not be the only setting. The heroes are by definition more likely to "win" in a pulp hero setting, and many people who cannot take stark, depressing horror might be more likely to play.

I have one player who dislikes the regular CoC game, because of the fact that your character actually STARTS OFF better than he will ever be. But this same player BOUGHT ME the CoC d20 book for Christmas. His rationale is (he told me) that he would like this version better to run in because he likes the concept of gaining levels, and the fact that it need not be stark-raving horror and the guy with the depressing little 10 to 14 hit points who is GONNA DIE if he lifts a hand or stays behind.
 

I think its more about hope. In a Pulp game, the characters have a hope of winning. In normal Coc, most people realize it's just a mtter of time till they die and set the egg timer accordingly.

In my horror games I always give hope. And then take it away. You let the characters succeed against the minions and even powerful one get taken out eventually over time. I think pulp CoC can work and not interferr with the usual game. Give the characters there hard earned victories. Let them feel like they are winning. :D
 

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